It is nice to creativity like that, but for me personally it came across as rather random and tacked-on. Uniqueness just for the sake of being unique. Oh well; I'm glad it worked for some people.
Love the overview, i am looking to run the game in the near future. As of the "problem" with willpower for spell casters cant this be circumvented by casting transfer on a knockedout enemy?. Its a general spell open to anyone allowing you to "steal" a enemys willpower, and since they are knocked out they dont resist your attempt. So spend 1 willpower and transfer all the enemys will, makes for a pretty cool dynamic 😉.
Thanks for a really informative review. My daughter bought this game; I'm trying to help her understand it for her, but the willpower/magic thing was hard to fathom. Really seems like game-breaking to me. Strange that it hasn't been fixed after so many years? There's a difference between being challenging and unplayable. Only upside is that you could play it totally without magic, like a medieval simulation game. Sort of like Kingdom Come. But then you probably should omit or scale down the supernatural monsters as well.
I wonder what it would look like to offer each player the ability to earn Willpower each successful day of exploring, or maybe when the team does cool stuff as a unit? Otherwise, yep, that tends to make magic users feel rather useless. Thanks for the commentary!
Would spell casting work with a Power Points system, instead of Willpower? A spellcaster would get a certain amount each day. Maybe a sleep action recovers them.
The caveat here is that (by rule) you can only push a successful roll if more successes would benefit the character. So if on the first roll you only need one success and get that one success you can't (by rule) push the roll. But, that's why house rules, exist, right?
A rare non-fluff piece RPG review. There's something weird going on in the RPG industry. It's as if most publishers are breaking their games on purpose and in a way that's hard to spot unless you actually play them. Maybe a really solid RPG causes problems with long term profit? Maybe this next RPG we all rush out to buy will be the one.
Hello guys. I have one question about mechanic. I hope someone helps me with that. - we entered the room with some ghost shit and she got initiative first. So she used move and then attack -she got 3 on dice. It was some unavoidable 2 wits aoe damage from 7 dice. For whole team. We got that we can't damage it so the rogue tried to use "retreat" and had 0 succes and 0 ones too. Gm decided to roll free attack as consequence and rolled 3 again which made almost whole party insta broken." How do u think about it? Should it look like this? The guide says "enemy use slash, stab, or punch on the player who failed." But GM said that ghost dont have slash, punch or stab so he will roll from table. In book there is no clear explanation if he could use free aoe action after je just did an action. So it was like 2 ghost turns in row
...no ? I just parsed the whole book again & only pushing AND getting 1s will add willpower. So not from any failed rolls, but not from any damage taken either.
I love this system, but I would probably implement shadowdark’s spell casting to it as I just don’t like spell points or slots. Failing the spell check and locking it out is just the best method!
We tried a house rule for gaining Willpower Points: you can voluntarily reduce any of your attributes by one to get a Willpower Point
Great summary, the flow and speed really hit well. Thanks for the education.
Glad it was helpful!
I love how this game has a unique origin to its races. It's exquisitely Old School Fantasy.
It is nice to creativity like that, but for me personally it came across as rather random and tacked-on. Uniqueness just for the sake of being unique. Oh well; I'm glad it worked for some people.
This is really helpful, thanks! Going to start a Forbidden Lands campaign this weekend, will have to think about Willpower points.
We just mixed willpower up and you gain one point for resting and a guaranteed 1 for pushing. We also give one for defeating an enemy. It helps a lot
Hmmm interesting, I like that more than the reforged power math version
Love the overview, i am looking to run the game in the near future.
As of the "problem" with willpower for spell casters cant this be circumvented by casting transfer on a knockedout enemy?.
Its a general spell open to anyone allowing you to "steal" a enemys willpower, and since they are knocked out they dont resist your attempt.
So spend 1 willpower and transfer all the enemys will, makes for a pretty cool dynamic 😉.
Thanks for a really informative review. My daughter bought this game; I'm trying to help her understand it for her, but the willpower/magic thing was hard to fathom. Really seems like game-breaking to me. Strange that it hasn't been fixed after so many years? There's a difference between being challenging and unplayable.
Only upside is that you could play it totally without magic, like a medieval simulation game. Sort of like Kingdom Come. But then you probably should omit or scale down the supernatural monsters as well.
I'm confused; dearth means a scarcity or lack of something. Is there a lot of magic items, or a little? From what you're saying, there is a lot?
Those 5e books are an eye sore, but your collection looks pretty good.
What if one of the hex crawl actions you could do in a quarter day was "gather your will". You make a roll to try to earn a willpower.
Because power comes at a cost, if you break from pushing you don't take a crit hit
I wonder what it would look like to offer each player the ability to earn Willpower each successful day of exploring, or maybe when the team does cool stuff as a unit? Otherwise, yep, that tends to make magic users feel rather useless. Thanks for the commentary!
Would spell casting work with a Power Points system, instead of Willpower?
A spellcaster would get a certain amount each day. Maybe a sleep action recovers them.
excellent write up for a 17 minute video
You can also push a successful roll, to get more successes
The caveat here is that (by rule) you can only push a successful roll if more successes would benefit the character. So if on the first roll you only need one success and get that one success you can't (by rule) push the roll. But, that's why house rules, exist, right?
A rare non-fluff piece RPG review. There's something weird going on in the RPG industry. It's as if most publishers are breaking their games on purpose and in a way that's hard to spot unless you actually play them. Maybe a really solid RPG causes problems with long term profit? Maybe this next RPG we all rush out to buy will be the one.
Hello guys. I have one question about mechanic. I hope someone helps me with that.
- we entered the room with some ghost shit and she got initiative first. So she used move and then attack -she got 3 on dice. It was some unavoidable 2 wits aoe damage from 7 dice. For whole team.
We got that we can't damage it so the rogue tried to use "retreat" and had 0 succes and 0 ones too.
Gm decided to roll free attack as consequence and rolled 3 again which made almost whole party insta broken." How do u think about it? Should it look like this?
The guide says "enemy use slash, stab, or punch on the player who failed."
But GM said that ghost dont have slash, punch or stab so he will roll from table.
In book there is no clear explanation if he could use free aoe action after je just did an action. So it was like 2 ghost turns in row
You gain willpower from all damage to attributes not just from failed rolls.
Safecasting, tomes etc are your spellcasting friend.
...no ? I just parsed the whole book again & only pushing AND getting 1s will add willpower. So not from any failed rolls, but not from any damage taken either.
I love this system, but I would probably implement shadowdark’s spell casting to it as I just don’t like spell points or slots. Failing the spell check and locking it out is just the best method!
@@loconiusthat's a neat idea as well!